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Messages - Sadrice

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16
DF Dwarf Mode Discussion / Re: Creating cave-ins
« on: March 21, 2015, 03:38:52 pm »
Your method dropped boulders on it.  While this is a legitimate way to kill things, it is not a cave in, and is not half as deadly as one.  You need to drop at least one solid block of natural wall.  Cave ins create cave in dust, which will probably suck in your miner if you drop it by mining, use a lever activated support.  A cave in will fall through a floor with no wall beneath it.  This allows you to do all the digging and prep work without your dwarves ever being exposed to the FB.

First, Dig out your block (side view):
Code: [Select]
#####
# ___
# # #
#___#
__F_#
#####
Then, build a support, and link it to a lever:
Code: [Select]
#####
# I_ò
# # #
#___#
__F_#
#####
Channel the access floor that is supporting the block.  The block should now have one open space all around it in a 3x3x3 cube except the support on top:
Code: [Select]
#####
# I ò
# # #
#___#
__F_#
#####
PULL THE LEVER!
Code: [Select]
#####
#   ó
# # #
#___#
__F_#
#####
Inspect the results:
Code: [Select]
#####
#   ó
#   #
#___#
__#_#
#####
Notice that the fallen block seals the hole that it punched through, so if the FB survives or there are more threats behind it, your fortress is not exposed.

The lever is drawn next to the hole for simplicity.  If you make it that close, cave in dust might take the lever puller with it (though he will probably wander off to do something else before the signal goes through, but still, put it 5 or 6 tiles away.

You can drop any sized block, all the way up to a magma piston, but a single wall is enough to kill anything (must be natural not constructed, cast obsidian is fine). 

Note that you must pin the FB in one location in order to hit it.  There are many ways to do this, but apparently you managed that part fine.  If you want to get it when it is going through a corridor and can't aim well enough (or smash a whole group of demons all at once) consider dropping a larger slab of walls using the same procedure.

17
Biomes do not respect depth or local conditions at different depths.  A biome is the same on all z levels.  This leads to a certain amount of oddness with underground growth being limited by what is possible on the surface (though not in all cases, caverns under deserts have normal vegetation, I believe).

18
DF Dwarf Mode Discussion / Re: Hauling priority
« on: March 21, 2015, 03:14:47 pm »
Top left is favored in almost every situation where the game chooses between a number of otherwise equal tiles on the same z level, especially with pathfinding and job selection.  Place a square of channels, and dwarves will almost always start at the top left if it is not blocked.  Same with engravings, and as mentioned, placement of items in stockpiles, positions of animals in pastures, selection of items for hauling, and lots of other stuff.  Dwarves prefer to mine and build from the north west (though that preference used to be much more rigid in older versions).  I think I've even seen weird behavior oriented around the northwest corner in the movement of fluids in partially full reservoirs.

I often try to place stockpile rooms oriented south east of the access point (door or stairwell or workshop), to minimize hauling distance if dwarves put things in their preferred locations.  40.x, maybe the job priorities update, has relaxed that behavior with stockpiles.  They still prefer northwest, but I have seen them put stuff in the south end of stockpiles if that is the side closest to the door (though they certainly don't always do that...).

19
DF Dwarf Mode Discussion / Re: Trivial findings
« on: March 21, 2015, 03:03:01 pm »
So, if you can embark on a camp, the build walls around a tent and set things up so that your main corridor (i.e. the one that leads to the living quarters) is through a tent, deconstructing tent "walls" when necessary, you can undo cave adaptation?
If it's "light" then cave adaptation stops getting worse.  If it's "outdoors" then cave adaptation actually starts wearing off (which may involve puking).
So yes, it should work.  However, you'll need to make sure the dwarves spend at least some specific fraction of their time in an outside tile, or they will still get cave adaptation and just puke every time they go in the tent.  A recent thread presented a specific number, I think either 1:10 or 1:100.  Putting a corridor through it may not be enough, you might have to use it as a meeting area, though I think it would probably be a tad cramped (how big do tents get?).

20
DF Suggestions / Re: "q" without pausing possible?
« on: March 19, 2015, 07:51:35 pm »
Being able to designate tiles for mining as they are being mined would be nice too, especially for damp or warm tiles.  It would also have been convenient for veins before automining was added, and is still useful in cases where it can't be trusted, like mining veins that penetrate the caverns/bodies of water/magma.

It would be nice if it weren't default (maybe press d or q to enter menu and pause, press space or maybe alt + space to unpause within the menu), since the squad menu being unpaused by default always trips me up.

21
DF Dwarf Mode Discussion / Re: Retired fort submerged
« on: March 19, 2015, 07:21:48 pm »
It's MATERIAL_FORCE_MULTIPLIER, which "Sets the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10."

Does anyone know what values werebeasts get?  1:10 for normal metals was mentioned, but what about the special metal?  Is that normal 1:1, or is it 10:1, or some other value?  If it's 10:1, the minecart thing I mentioned would work briliantly, because if I'm understanding what "force" means in this context, the special minecart would be effectively going 100 times faster or be 100 times heavier (does it make a difference which in DF combat mechanics?), and a gentle shove would become a gory mess.  Might require fine tuning if you want to keep the werecreature.

22
DF Dwarf Mode Discussion / Re: Trivial findings
« on: March 19, 2015, 07:09:52 pm »
On the subject of tents, they don't count as indoors.
Interesting.  So, correct me if I'm wrong, but cave adaptation is prevented by being outdoors, regardless of lighting, while normal roofed constructions are light but indoors, so do not prevent cave adaptation.  Therefor, tents are a potential way (maybe the only way) to make a secure, roofed (they're roofed right?  I think I remember them having roofs) outdoor meeting area to prevent cave adaptation.

23
DF Dwarf Mode Discussion / Re: Retired fort submerged
« on: March 19, 2015, 03:17:39 pm »
Does anyone know how the metal sensitivity thing works?  How is damage multiplied?  Could you, say, build a werebeast analyzer that takes a werebeast and bumps him with various metals of minecarts at speeds too slow to injure, until you find the right one and he explodes or something?  Or is it more like fantasy werewolves, where if a werelizard touches zinc he gets necrosis or burns on contact or something?  I can't find anything about it on the wiki.

24
The problem is, maces tend to deal bruising damage over a larger area.  This stacks up real quick, so you might get Bruise X 5 then the injured part explodes into gore, and this is an excellent way to deal with zombies.  But against living opponents, armored or not, warhammers often deal disabling blows on the first strike.  A broken leg makes you fall over, a broken arm makes you drop your weapon, a broken head is often an instakill.  These blows may not pulp the body beyond reanimability, but they certainly reduce the ability of a living opponent to fight back.  During the five or so bruising strikes a mace is likely to get before doing crippling damage, the enemy can be counterattacking.

I mean, maces aren't bad.  I am fond of them, and often use them, if I have spare recruits with the skill, but they tend to get fewer kills than my hammerdwarves, and seem to be more vulnerable since they leave their opponents in fighting condition for longer.  Still, legendary macedwarves with full kit will tear through goblins like nobodies business.  But hammers are better.

EDIT:  In my observation, legendary macedwarves have fair odds of getting "explodes into gore" reactions on  the first strike, and break more bones.  At  this skill level, they are pretty brutal.  However, for lesser skilled dwarves maces seem to do a lot of bruising, while warhammers work well even at lower skill levels.

25
DF Suggestions / Re: Better duck
« on: March 19, 2015, 02:17:00 pm »
Duck should suffer from not being able to swim. [SWIM_DEPENDENT]

Duck shouldn't hatch on its eggs. It shouldn't even lay eggs on nest box at all. Ducks leave their eggs all over the ground they live...
This is just not true.  I've kept ducks, and while they like to swim, they certainly don't need to.  They also lay their eggs in the nest nice and cooperatively.  They're pretty bad at sitting on them, though.  Aside from a few breeds of ducks that are better, if you want to hatch ducks you often need an incubator or a spare nesting hen, because ducks tend to get bored and wander off.

While wild ducks can fly quite well, domestic ducks are much heavier bodied with about the same size of wings, so they are not typically capable of true sustained flight (especially light and strong ducks can probably do it).  They can fly about as well as chickens, which is to say they can get on top of roofs, into trees, and over fences if actively chased, but usually won't bother.

26
DF Suggestions / Re: The Hidden Fortress
« on: March 19, 2015, 02:12:00 pm »
Derinkuyu, probably, which was mentioned in this thread.  Derinkuyu is pretty cool and pretty dwarfy, for instance check out this door.  It's basically a huge millstone that can be rolled out of a slot in the wall to rest in a notch on the other side, blocking the door.  The hole is a combination arrow slit/peephole/handle.  As was mentioned, it was more secure than secret.  Eastern central turkey (cappadocia) has a number of underground cities and is littered with cave tombs and small outposts.  Check out this picture (very high resolution), I think I count 15 separate cave complexes on the spires and cliffsides (I believe they're tombs, but I'm not sure).  Those look a lot like some of the stuff I like to make in DF when I get a good cliff or spire.

EDIT: Two maps of Derinkuyu: One, Two.  Looks very dwarfy indeed, especially with the underground well (doubles as ventilation shaft and surface well, I imagine it was a bit of a hole in the security).  The apparently had an underground winery, though presumably not an underground vineyard.  Maybe if they were invaded during harvest they could hide underground with their grapes and finish up with crush?  Some of the cities even had interconnecting tunnel/roads, potentially miles long, a la DF dwarves.

27
DF Dwarf Mode Discussion / Re: Retired fort submerged
« on: March 19, 2015, 01:37:10 pm »
Presumably the caverns are treated separately, so you can have caverns below oceans without the computer going "oh, well, this is below water level, so it should be full of water".  It doesn't seem to extend the same consideration to your fortress, sans stockpiles (which is kinda odd, though stockpiles also behave oddly with things like tree growth).

28
DF Dwarf Mode Discussion / Re: Retired fort submerged
« on: March 19, 2015, 02:53:19 am »
This is a known issue.  If you are building a fort below water level and plan to reclaim (pretty much inevitable), build a drainage system into your fortress s it can be safely reoccupied.





29
DF Suggestions / Re: Hunting with lasso
« on: March 18, 2015, 05:19:19 pm »
A thrown net would probably be more realistic than a lasso, but using a preexisting item type (rope) simplifies things.  A net could also be used for fishing, though, which currently requires no tools, so may be a worthwhile addition.

30
DF Dwarf Mode Discussion / Re: Animal Husbandry
« on: March 18, 2015, 04:26:17 pm »
It probably didn't help that "eugenics" was in the thread title...

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